Celestial Giant Bee CR 1/2
Always LG Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages —
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 3d8 (13 hp)
Fort Ref Will
Speed 20 ft. (4 squares), fly 80 ft. (good)
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +2
Melee sting ( plus poison)
Attack Options Poison, Smite evil
SQ vermin traits, resistance to acid 5, cold 5, and electricity 5, SR 8
Abilities Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
Feats —
Skills Spot +5*, Survival +1*
Advancement 4–6 HD (Medium); 7–9 HD (Large)
Environment Any good-aligned plane
Organization Solitary, buzz (2–5), or hive (11–20)
Treasure No coins; 1/4 goods (honey only); no items
Summon Monster: Summon Monster II
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an evil foe.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Although many times larger, growing to a length of about 5 feet, giant bees behave generally like their smaller cousins.
Open Game Content · Monster entry · Celestial Creature · Summon Monster II.